Notable Publications

In this paper we used micro-facet simulations to
build up BRDF sample points. The sampled data
was then fit using spherical harmonics
(orthogonal wave basis functions defined on a
spherical manifold). It was early work in BRDFs
introducing the notion of spherical harmonics to
approximate BRDFs and the use of mirco-facet
simulations. It became the basis of my Master
thesis. It also was first to use ANSI standard
illumination notation to the computer graphics
community.

Line Integral Connvolution (LIC) is a vector
visualization imaging operator. It takes a vector
field, an image, and a 1-D convolution kernal and
convolves the image along the vector field lines
by the kernel. It represents a seminal work in
this arena spawning substantive research and
a number Ph.D. thesis based directly on this
technique.

We introduced the notion of using texture mapping
hardware to perform volume rendering. However,
the real touchstone of this paper was the insight
that fan and cone beam back projection used in
tomographic reconstuction (i.e. to perform a
Radon Transform using the central projection
slice theorem) was essentially the same as the
forward projection used in volume rendering and
thus could use the same texture mapping HW with a
projective interpolation term.

We recognized that bump mapping can be done in
"flat" tangent space (tangent fiber bundle) and
thus ammenable to computation in a plane of
pixel processors. This work lead directly to
the first pixel shader compiler for graphics HW.

We extended the notion of plenoptic, image-based
rendering, into reflection space by merging
sphere maps and radially isotropic BRDF into the
a series of relfection maps defined. One each
defined on each vertex of an object enclosing
geodesic. We introduced the notion of spherical
barycentric interpolation to blend adjancent
reflection maps to get intermediate reflection
maps. This paper was the first to generalize
the notion of barycentric interpolation onto a
spherical manifold.